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Which PrCl would you never want in your game? (part 1 - DMG)
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<blockquote data-quote="Storm Raven" data-source="post: 2311732" data-attributes="member: 307"><p>And your party would suffer for it.</p><p></p><p></p><p></p><p>A lot fewer. Let's look at how many more spells the wizard + cohort have than Urge:</p><p></p><p>Arcane: 1st: 0, 2nd: 2, 3rd: 1, 4th: 1, 5th: 1, 6th 4</p><p>Divine: 1st: 0, 2nd: 2, 3rd: 0, 4th: 1, 5th: 1</p><p></p><p>So, for review, the wizard + cohort have 4 more 2nd level spells, 1 more 3rd level spell, 2 more 4th level spells, 2 more 5th level spells, and 4 more 6th level spells. That's a little more than "2 or 3 less". That's 13 fewer spells, or, to put things into better perspective, 53 spell levels worth of spells. Your problem is that you don't look at what your character <em>gives up</em> when he becomes "less than uber".</p><p></p><p></p><p></p><p>Your save DCs on your fireballs are 18, and you first have to overcome spell resistance to get through (and your caster check isn't that great). The wizard saves on a 7, the cleric saves on a 6. You were saying the saves were "unlikely"? In any event, the wizard probably, since he can cast <em>contingency</em> has one that triggers something like a <em>lesser globe of invulnerability</em> whenever he is subjected to hostile magic.</p><p></p><p>Meanwile the Wizard (who probably gets the initiative on you, spell casters are all about initiative) hits you with something like a <em>flesh to stone</em>, save DC 24, you save on a 12 or the combat is done. You fail, you can reroll, but that burns your domain ability for the day. The cleric can then hit you with <em>flame strike</em> save DC 21, in which case you suffer 5d6 or 10d6 damage or casts <em>righteous might</em> and moves up towards you, to whack you with an AoO if you try to cast a spell. They could take any number of other options, most of which would really hamper your day due to the wizard's higher level spells, and the higher save DCs both of them have.</p><p></p><p></p><p></p><p>His Will save is +12, and he has has SR 18. Your caster level check is +12 (you fail a little less than a third of the time), and your save DC is 20 (he saves more than 40% of the time). Even if you get through, you have to deal with the cohort who will probably finish you off before you can act again. I'm not really quaking here.</p><p></p><p>And the wizard's <em>disintegrate</em> DC would be 24. His touch attack roll bonus is +8, so he hits about half the time. You fail your save more than half the time. If he hits, prepare to suck up 24d6 damage.</p><p></p><p></p><p></p><p>It is a limited set of spells, based on your very weak spell book.</p><p></p><p></p><p></p><p>Armor that you haven't paid for out of your equipment list.</p><p></p><p></p><p></p><p>Your arcane buffs are pretty limited: you gave up abjuration remember?</p><p></p><p></p><p></p><p>You have an odd definition of "uber", one that apparently means "not as good as standard classes at things". In point of fact, compared to the alternatives, the MT pretty much sucks.</p></blockquote><p></p>
[QUOTE="Storm Raven, post: 2311732, member: 307"] And your party would suffer for it. [i][/i] A lot fewer. Let's look at how many more spells the wizard + cohort have than Urge: Arcane: 1st: 0, 2nd: 2, 3rd: 1, 4th: 1, 5th: 1, 6th 4 Divine: 1st: 0, 2nd: 2, 3rd: 0, 4th: 1, 5th: 1 So, for review, the wizard + cohort have 4 more 2nd level spells, 1 more 3rd level spell, 2 more 4th level spells, 2 more 5th level spells, and 4 more 6th level spells. That's a little more than "2 or 3 less". That's 13 fewer spells, or, to put things into better perspective, 53 spell levels worth of spells. Your problem is that you don't look at what your character [i]gives up[/i] when he becomes "less than uber". [i][/i] Your save DCs on your fireballs are 18, and you first have to overcome spell resistance to get through (and your caster check isn't that great). The wizard saves on a 7, the cleric saves on a 6. You were saying the saves were "unlikely"? In any event, the wizard probably, since he can cast [i]contingency[/i] has one that triggers something like a [i]lesser globe of invulnerability[/i] whenever he is subjected to hostile magic. Meanwile the Wizard (who probably gets the initiative on you, spell casters are all about initiative) hits you with something like a [i]flesh to stone[/i], save DC 24, you save on a 12 or the combat is done. You fail, you can reroll, but that burns your domain ability for the day. The cleric can then hit you with [i]flame strike[/i] save DC 21, in which case you suffer 5d6 or 10d6 damage or casts [i]righteous might[/i] and moves up towards you, to whack you with an AoO if you try to cast a spell. They could take any number of other options, most of which would really hamper your day due to the wizard's higher level spells, and the higher save DCs both of them have. [i][/i] His Will save is +12, and he has has SR 18. Your caster level check is +12 (you fail a little less than a third of the time), and your save DC is 20 (he saves more than 40% of the time). Even if you get through, you have to deal with the cohort who will probably finish you off before you can act again. I'm not really quaking here. And the wizard's [i]disintegrate[/i] DC would be 24. His touch attack roll bonus is +8, so he hits about half the time. You fail your save more than half the time. If he hits, prepare to suck up 24d6 damage. [i][/i] It is a limited set of spells, based on your very weak spell book. [i][/i] Armor that you haven't paid for out of your equipment list. [i][/i] Your arcane buffs are pretty limited: you gave up abjuration remember? [i][/i] You have an odd definition of "uber", one that apparently means "not as good as standard classes at things". In point of fact, compared to the alternatives, the MT pretty much sucks. [/QUOTE]
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